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纹理混合问题继续

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发表于 2007-11-28 17:31:00 | 显示全部楼层 |阅读模式
我首先创建一个纹理:
hr = m_pID3D9Device->CreateTexture(m_sEditRes.ulWidth, m_sEditRes.ulHeight/2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &ms_pITexture, NULL);
然后创建第二个纹理(粒子纹理):
hr = device->CreateVertexBuffer(
_vbSize * sizeof(Particle),
D3DUSAGE_DYNAMIC | D3DUSAGE_POINTS | D3DUSAGE_WRITEONLY,
Particle::FVF,
D3DPOOL_DEFAULT, // D3DPOOL_MANAGED can't be used with D3DUSAGE_DYNAMIC
&_vb,
0);
然后设置渲染状态:
hr = m_pID3D9Device->SetTexture( 0, ms_pITexture[m_nInputSurfaceCount - nTimesID - 1] );
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
hr = m_pID3D9Device->SetTexture( 1, NULL );
然后选后DrawPrimitive 第一个纹理所在的画面。

(为了DrawPrimitive粒子系统) 设置参数。
_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);

_device->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
// read, but don't write particles to z-buffer
_device->SetRenderState(D3DRS_ZWRITEENABLE, false);

然后DrawPrimitive粒子系统

最后present

但是最后的画面并有呈现我所设置的粒子颜色。当我在粒子系统的设置中加上_device->SetTextureStageState(0, D3DTSS_COLOROP,D3DTOP_DISABLE );的时候,我粒子有了颜色;注释掉这个句子后就没了颜色,这是怎么回事啊?

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 楼主| 发表于 2007-11-28 17:50:00 | 显示全部楼层

Re:纹理混合问题继续

我首先创建一个纹理:(楼上粘贴的忘了铐上混合了)
hr = m_pID3D9Device->CreateTexture(m_sEditRes.ulWidth, m_sEditRes.ulHeight/2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &ms_pITexture, NULL);
然后创建第二个纹理(粒子纹理):
hr = device->CreateVertexBuffer(
_vbSize * sizeof(Particle),
D3DUSAGE_DYNAMIC | D3DUSAGE_POINTS | D3DUSAGE_WRITEONLY,
Particle::FVF,
D3DPOOL_DEFAULT, // D3DPOOL_MANAGED can't be used with D3DUSAGE_DYNAMIC
&_vb,
0);
然后设置渲染状态:
hr = m_pID3D9Device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
hr = m_pID3D9Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
hr = m_pID3D9Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
hr = m_pID3D9Device->SetRenderState(D3DRS_SPECULARENABLE, TRUE);

hr = m_pID3D9Device->SetTexture( 0, ms_pITexture[m_nInputSurfaceCount - nTimesID - 1] );
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
hr = m_pID3D9Device->SetTexture( 1, NULL );
然后选后DrawPrimitive 第一个纹理所在的画面。

(为了DrawPrimitive粒子系统) 设置参数。
_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);

_device->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
// read, but don't write particles to z-buffer
_device->SetRenderState(D3DRS_ZWRITEENABLE, false);

然后DrawPrimitive粒子系统

最后present

但是最后的画面并有呈现我所设置的粒子颜色。当我在粒子系统的设置中加上_device->SetTextureStageState(0, D3DTSS_COLOROP,D3DTOP_DISABLE );的时候,我粒子有了颜色;注释掉这个句子后就没了颜色,这是怎么回事啊?

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